Commit graph

3082 commits

Author SHA1 Message Date
Kp e6ea981ab4 Generalize marker object number init 2018-09-09 01:00:39 +00:00
Kp c4cb930f8e Pass ObjectState to obj_delete 2018-09-09 01:00:39 +00:00
Kp 12b57e84e6 Switch most in-tree http:// links to https://
For each link given as http://, verify that the site is accessible over
https:// and, if so, switch to it.  These domains were converted:

* llvm.org
* clang.llvm.org
* en.cppreference.com
* www.dxx-rebirth.com
* www.libsdl.org
* www.scons.org
2018-09-02 00:57:29 +00:00
Kp facc1fe1f5 Fix check_header_includes=1 build 2018-08-29 01:47:42 +00:00
Kp e71bf215a8 Fix non-PCH build
PCH builds include more headers, so missing includes can escape
detection.

Fixes: 047ddaf9ea ("Prevent buffer overrun in removeext")
2018-08-28 02:00:00 +00:00
Kp ec1cf005b6 Enable -Wformat-truncation
Add macro cf_assert ("control flow" assert) to hint to gcc that certain
conditions are impossible.  Use it to avoid generating range checks for
situations that never happen.  If the event did happen, the only
consequence would be truncated UI text, rather than a correctness
problem.
2018-08-26 18:10:36 +00:00
Kp dc0a405222 Factor out piggy bitmap loading code 2018-08-26 18:10:36 +00:00
Kp 32561c5d0a Use partial_range for piggy_does_bitmap_exist_slow 2018-08-26 18:10:36 +00:00
Kp 047ddaf9ea Prevent buffer overrun in removeext 2018-08-26 18:10:36 +00:00
Kp b53be4943c Update memcpy blacklist 2018-08-20 00:34:16 +00:00
Kp a8d5f83770 Remove reset_walls
Nothing should access the unassigned walls, so there is no need to clear
them.
2018-08-12 21:08:07 +00:00
Kp 36ada21c0c Fold exploding walls into regular walls 2018-08-12 21:08:07 +00:00
Kp dc4fcf8a35 Flip sense of is_door_free 2018-08-12 21:08:07 +00:00
Kp 8257232ecc Pass wclip & to wall_set_tmap_num 2018-08-12 21:08:07 +00:00
Kp 8bbdeedeb2 Consolidate stuck object state
Move it to a structure.  Make all the modifiers methods.  Change all
callers of those methods to pass the structure.  This makes the stuck
object handling free of direct access to global game data.
2018-08-04 17:52:57 +00:00
Kp 57334255ac Simplify stuck object cleanup 2018-08-04 17:52:57 +00:00
Kp 25ab07bcc5 SDL2: set relative mouse mode when grabbing the mouse
Reported-by: heftig <https://github.com/dxx-rebirth/dxx-rebirth/issues/397>
2018-07-29 21:17:09 +00:00
Kp c65020bf04 Fix gcc-8 build of common/arch/sdl/key.cpp
gcc-7 allows `constexpr auto X = std::initializer_list<unsigned>{A1, A2,
...};`.  gcc-8 rejects it:

```
common/arch/sdl/key.cpp:583:105: error: 'const std::initializer_list<const SDL_Scancode>{((const SDL_Scancode*)(&<anonymous>)), 3}' is not a constant expression
  constexpr auto sticky_keys = {SDL_SCANCODE_CAPSLOCK, SDL_SCANCODE_SCROLLLOCK, SDL_SCANCODE_NUMLOCKCLEAR};
```

Switch to a macro and a fully anonymous list, which is accepted by both
versions.

Fixes: f491059ed7 ("Enable building with SDL2")
2018-07-29 16:13:15 +00:00
Kp f491059ed7 Enable building with SDL2
This commit enables Rebirth to build with SDL2, but the result is not
perfect.

- SDL2 removed some sticky key support.  Rebirth may behave differently
  now in this area.
- SDL2 removed some key-repeat related support.  Rebirth may behave
  differently now in this area.
- SDL2 gained the ability to make a window fullscreen by sizing it to
  the desktop instead of by changing the desktop resolution.  Rebirth
  uses this, and it mostly works.
  - Resizing while in the automap does not notify the automap code, so
    the view is wrong until the player switches out of automap mode and
    back in.
- SDL2 changed how to enumerate available resolutions.  Since
  fitting the window to the desktop is generally more useful than
  fitting the desktop to the window, I chose to drop support for
  enumerating resolutions instead of porting to the new API.  Users can
  now enter an arbitrary window dimension and Rebirth will make an
  attempt to use it.
  - It might be useful to cap the window dimension at the desktop
    dimension, but that is not done yet.
  - Entering fullscreen mode through the Controls->Graphics submenu
    failed to notify the relevant subsystems, causing the rendered
    content not to rescale.  For now, compile out the option to toggle
    full screen through that menu.  Toggling through Alt+Enter works
    properly.

Despite these quirks, this is a substantial improvement over the prior
commit, where SDL2 cannot be used at all.  The remaining issues can be
resolved in future work.

References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/82>
2018-07-28 23:22:58 +00:00
Kp fd0238cb6b Silence gcc-8 -Wcast-function-type in except.cpp
gcc-8 adds a new warning controlled by -Wcast-function-type, which is
implied on by Rebirth's default options.  This new warning rejects
attempts to reinterpret_cast between function pointer types.  While this
might provide some value when the function pointer was derived by taking
the address of a properly declared function provided elsewhere in the
same program, it is wrong when the function pointer is returned by an
external library call, such as GetProcAddress, which always returns a
placeholder type instead of the actual type of the target function.
Switch to using a union with type-punning, which achieves the same
effect as the cast, but does not count as a cast, and therefore does not
provoke the warning.

References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/388>
2018-07-15 04:43:55 +00:00
Kp f33877d379 Make grs_main_bitmap::grs_main_bitmap() clear the whole structure 2018-07-14 17:23:15 +00:00
Kp 9ea09107d1 Delegate managing SDL_RWops to SDL_mixer when possible
SDL_mixer 2 offers the option to have the library free the SDL_RWops.
Add macros to use this feature when available.

References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/82>
2018-07-05 04:03:34 +00:00
Kp d97afc2ad5 Retain directory structure in New Game dialog
User jcotton42 suggested copying a D2X-XL feature: preserving the
directory structure of the user's missions area when showing a New Game
dialog.  This was substantially more trouble than it should have been,
but the result is good.

Previously, the dialog presented all missions at any depth below the
starting point, and sorted them as if they were all in the root
directory.

Now:
- Empty directories are hidden entirely.  There is nothing for the user
  to do in them, so there is no point showing them.
- A directory with exactly one entry has that entry promoted into the
  parent, since there is no ambiguity about what the user would want.
  If the parent in turn has only that one promoted element when the scan
  of the parent finishes, then the element can be promoted up again.
  This continues until the root is reached or until a level has more
  than one entry.  For this purpose, both missions and directories count
  as entries.
- Directory entries are decorated to inform the user how many
  immediate subdirectories are present, how many missions are present
  immediately in the directory, and how many missions total are present,
  counting all subdirectories.  If there are zero immediate
  subdirectories, then the directory count is not shown.  For this
  purpose, directories that were hidden due to a lack of missions are
  not counted.
- Sub-dialog boxes for inner directories use a title that reminds the
  user of the path so far, and recaps the directory/mission statistics.
- On entry to the New Game dialog, if the last played mission is in a
  sub-dialog, appropriate sub-dialogs are opened so that the last played
  mission can be pre-selected.

Currently, there is no in-game override to return to the prior rollup
rules.

Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
Kp db80a88ad2 Improve error message on failure to load mission 2018-07-03 05:59:39 +00:00
Kp 676cab8921 Adjust d_event_mouse_moved member types for SDL2
References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/82>
2018-06-27 03:34:34 +00:00
Kp 60a99f1ea2 Allow longer mission titles in New Game dialog 2018-06-27 03:34:34 +00:00
Kp 30a83eec41 Eliminate some uses of valptridx::operator-> 2018-06-24 05:06:15 +00:00
Kp 6fca290663 Pass object& to read_flying_controls 2018-06-24 05:06:15 +00:00
Kp 0fd7e0e4ce Pass context arrays to WALL_IS_DOORWAY 2018-06-24 05:06:15 +00:00
Kp 3408e3a0cd Switch to shared_segment arguments where possible 2018-06-24 05:06:15 +00:00
Kp 0c3e99f14c Split side uses based on shared vs unique 2018-06-24 05:06:15 +00:00
Kp 2de3a1dd06 Pass unique_segment to objects_in 2018-06-24 05:06:14 +00:00
Kp 4ae88b6594 Pass only shared_segment to compute_segment_center 2018-06-24 05:06:14 +00:00
Kp 6d0d68d188 Split some segment uses based on shared vs unique
Leave `sides` in `shared_segment` to minimize churn.  Parts of it must
move to `unique_segment` before this project finishes.
2018-06-24 05:06:14 +00:00
Kp 144515ff88 Warn users about tracker NAT hole punch feature
The new tracker automatically exposes LAN games to the Internet.  This
surprised one user rather badly, prompting him to think he had been
hacked.  Add a first-host warning explaining the feature and asking the
user to choose whether to enable NAT hole punch.

Reported-by: Tourmeister <https://forum.dxx-rebirth.com/showthread.php?tid=943&pid=12179#pid12179>
References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/372>
Fixes: 730879d733 ("... Added support for handling ACKs from tracker and Hole punching between game clients via tracker. ...")
2018-06-21 03:08:36 +00:00
Kp a0fd264133 Tighten checks on create_path_points parameters 2018-06-20 04:16:06 +00:00
Kp 2a82207e91 Add unit tests for valptridx parameter validation 2018-06-17 05:04:38 +00:00
Kp 2f4524d3c2 Add screenshot=none to disable screenshot support
Per comment from kreator, some Apple systems now ship without a working
print screen key.  It makes no sense to provide print screen support
bound to a key which does not exist.  Add `screenshot=none` and activate
it on OS X to remove the unreachable screenshot support.
2018-06-16 04:13:37 +00:00
Kp 39edf53496 Check for freed canvas in release builds 2018-06-14 02:39:15 +00:00
Kp 5526de4c10 Simplify case insensitive lookups 2018-06-13 02:02:58 +00:00
Kp f51b7b6b20 Enforce separation of font X/Y scaling 2018-06-08 04:04:05 +00:00
Kp bde498894a Disallow operator=(T &&) && in valptridx
GCC std::remove_if overwrites removed elements using:

	*dstiter = move(*srciter);

This is fine for normal containers, but produces incorrect results when
*dstiter returns a proxy object instead of a reference.  In that case,
the proxy object is move-assigned from the source, then goes out of
scope.  If the move assignment did not write to underlying storage, as
valptridx proxy objects do not, then incorrect results occur.  This
broke ActiveDoor handling (fixed in 4a01fab66d98[1]) and has been a trap
waiting to recur.  Apply reference-qualifiers to valptridx objects so
that move-assignment requires an lvalue for the left-hand side.  This
permits normal use of move-assignment, but forces a compile error if
std::remove_if or similar are used on valptridx proxy objects.

[1]: 4a01fab66d
2018-06-08 04:04:05 +00:00
Kp f0157490dc Fix check_header_includes=1 build 2018-06-06 04:53:45 +00:00
Kp 93789f0666 Use valptridx for Dl_indices 2018-06-06 04:53:45 +00:00
Kp 1c1d92b399 Move valptridx factory iterator out to be generally available 2018-06-06 04:53:45 +00:00
Kp fda1eb851e Pass fonts to LINE_SPACING 2018-05-19 23:21:42 +00:00
Kp 3049476e11 Change LINE_SPACING to a static inline function 2018-05-19 23:21:42 +00:00
Kp 08446f0ab6 Pass font to gr_string,gr_printf 2018-05-19 23:21:42 +00:00
Kp 4a98e796ab Prevent stacking weapon rotation sounds
digi_play_sample_once is supposed to cancel prior instances of the
sound, but that functionality was lost in
21082c6db2.  As a result, the sound can be
stacked up to the limit of the engine.  Even when the functionality
existed, its implementation was wrong.

- Change these sounds to be attached to the player generating them.
- Pass the cancellation flag to other players when sending a sound.
- Send the full value of `volume`, rather than truncating it.
- Implement cancellation by killing and restarting the earlier version of a cancelled sound.
- Delete an ugly hack that prevented the patched logic from ever running.
- Fix an ancient quirk in digi_mixer that caused it to report all sounds as not playing, which then caused digi_sync_sounds to instantly cancel the new sound.

Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/88>
Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/88#issuecomment-269597361>
Fixes: 21082c6db2 ("Added own channel management to SDL_mixer sound interface since the builtin channel management of this lib cannot handle our needs; Little code cleanup")
2018-05-13 03:14:34 +00:00
Kp e63bbe8c52 Set d_event type at construction 2018-05-12 18:24:19 +00:00